Core System Changes Boosts were added as a new core system mechanic. Characters gain the ability to boost certain actions through talents, (similarly to Training). Boosting an action costs resources. If a boosted action succeeds and is unopposed, it is automatically mastered. This addition allows us to apply a single universal mechanic in many places where talents did similar things. Combat System Changes This week's combat changes are mostly centered around movement. We've decided that the combat subsystem will be designed for use with grid. Our original intent was for the entire game to be playable without a grid, and everything but the combat subsystem still works this way. However, the tactical nature of the combat subsystem means keeping track of movement and positioning without a grid is extremely difficult. We're also working on adding an alternative that can be used for quick, non-tactical combat resolution. Moving at full speed over difficult terrain has been changed from Mind check to a Body check. Reducing the damage taken from falling no longer requires a Dodge action, and is a Body check. If the character fell intentionally (i.e. by jumping down a ledge) a successful check reduces the fall damage even more. Without talents, dodge can be used to oppose any offensive action, but doesn't grant any movement. Talent System Changes The talent system underwent some major and sudden changes this week. ALL talents are now organized into proficiencies. Characters are still limited to 10 proficiencies. Proficiencies are no longer limited to having exactly 3 talents - they can have as many or as few talents as makes sense. The talents within each proficiency don't have to be learned in order any more. With a few rare exceptions, any talent from a proficiency can be learned without requiring any of the other talents within that proficiency. The existing talents underwent extensive changes to reflect all the above system changes. Social System Changes We've added mechanics for the first 6 social actions: Inspire, Confuse, Motivate, Mock, Mollify, and Provoke. We've added proficiencies for each of the new social actions.